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Old 5th November 2019, 15:56   #1
Feror
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[D4]Not coming out soon, not even Blizzard soon

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Diablo 4 Community Q&A with Lead Game Designer Joe Shely & Senior Producer Tiffany Wat
Quote:
Story and Game Modes
Hell is going to be an important part of the game and it will underlay all of Sanctuary, but the specifics of how we travel to Hell and Hell’s mechanics are still very early in development.
Duriel is back! That was in fact Duriel in the gameplay footage. But what does that mean for the other Lesser and Prime Evils? We were told to watch the Lore & World panel tomorrow.
With regards to zones having specific levels or how difficulty is handled: Scaling is an important feature to the team to allow exploration and players of varying levels to play with one another. The world zones will scale to the level of the party leader. But while scaling is important to have monsters increase in power with you, feeling the power level increase of getting awesome new items is equally important. The team is very aware of the fine balance between difficulty scaling and the player reward from finding new items.
There will be a Hardcode mode
Diablo 3 had a very wide playerbase and for many of those players this was their first Diablo game and for them, Diablo 3 is what it means to be a Diablo game. For many players Diablo 2 is what a Diablo game means. The devs are aware of all these different opinions on the game and hope to offer playstyles and content that will be fulfilling for everyone. There will be varied content for casual players and difficult content for those looking for challenges. Any player should be able to log on for any amount of time and feel as if they accomplished something or progressed in some way.
How leveling ties into the game and how important max level is is still being worked on, but you’ll likely see the whole world well before max level.
Crossplay between consoles is something the team is aware of and they’re currently exploring options, but can’t give any answers at this time.
They will offer controller support for PC, but currently have no plans for keyboard support on console.
2 player local co-op will be supported on console.
Diablo IV is being designed as a massive immersive world with partying and group in mind, so there are no plans for an offline only mode, but there will be options for those who only want to play solo or only play with friends.

Trading and Crafting
The developers are still early in developing trading systems, but the current philosophy is that crafting mats and consumables will always be tradeable. Powerful items will likely be bound on trade, meaning that can be traded, but only once. The most powerful items however will not be tradeable and likely stay bind on pickup. They want the primary source of items and power be from playing the game itself, so there are no current plans for auction houses, but there will be limited trading available through clan banks.
Clans will be in the game and they will include clan banks to help with trading, but no other details were given.
Loot drops will be individual to the character like Diablo III currently is, but if you drop an item on the ground, everyone will be able to see it.
Crafting will be important to the game and they want to make it so you may go off course from completing quests to go grab a rare crafting material, but it’s still early in development and didn’t have more details at the moment.

Skills, Classes, and Gameplay
Skills will be bound to classes, you may have an item or two that procs another class’ skill, but still no plans for another enigma.
They’ve no plans for cross class skill interactions or combos, but they liked the idea.
The developers have been designing the monsters and skills so that they mesh well and interact with one another.
Movement skills will be more moderate than they were in Diablo III, the world is huge and the game will include mounts for traveling distances. You can highlight points of interest or quest in the world map to get a path indicator to help guide you towards those areas.
There will be a new system called “Stagger” for bosses. Whenever you use a crowd control skill on bosses it won’t cc the boss but will add to it’s stagger meter. Once a boss’ stagger meter is full they will be stunned to offer a brief reprieve for the players but with additional unique effects on each boss. One of the demo bosses had a long range sweep attack with it’s massive claws, but once staggered the claws break and their range is greatly reduced.
When World Events start they will notify everyone in the world and give its location on the world map for all players. If you can get to the events, you can participate.
Currently no max player counts yet, they’re still testing out what feels good.
The developers have lots of ideas for endgame systems and they want to offer a wide variety of things to do. We’ll get a preview of ‘Keyed Dungeons’ during tomorrow’s Systems & Features Panel.
Sanctuary has hundreds of dungeons and you’ll be able to get ‘keys’ that unlock max level versions of those dungeons with special modifiers on them and better loot.

Items and Character Customization
Magic and Rare items are designed as stepping stones to help players familiarize themselves with gearing and itemization as they level. Sets are designed for fresh characters that reached max level and to act as a guide to how items interact and buff skills with very set play styles. Legendaries are designed as the next step past sets where you have free reign on developing item loadouts to suit your play style. There will be tons of options as they’re designing hundreds of Legendary items and they all affect your skills. Some will add damage, some will change functionality and all are designed to give the player another level of customization for their character. There are apparently more tiers of items played, but whether they’re just better legendaries or actually different types of items is unclear.
Character customization has many avenues. In addition too items and runes there are skill and talent choices. While leveling or when ‘skill tomes’ you gain skill points that you can use to increase your skill ranks, unlocking new skills or empowering others. Skill point choices are permanent, but you will eventually be able to unlock and max all skill ranks. Talents are more playstyle choices and have effects on your skills, but will be respecable in the game.
Runes will have prefix and suffix types that when combined together have bonus effects. Gems will also exist and can be used in runewords as well.
The demo has pre-created characters but there will be a fully customization engine for creating your character. Face type, hair, skin color, eyes, scars, tattoos, and more will be available. They want it to have as many options as the WoW character creator.

Miscellaneous Tidbits and Monetization
Potions are an ever evolving system as they develop the game. Nothing really to share yet, but they don’t like how waiting 30-sec for your potion feels.
Treasure goblins will return. The developers like the gameplay elements they add where chasing a goblins may put you into dangerous situations.
Diablo IV has been developed from the ground up with PvP in mind. Diablo III had issues with balancing the game around PvP, but with Diablo IV PvP is factored into every development choice. The game will PvP.
Diablo IV is using a brand new custom built engine that uses physical based rendering. The engine allows for things like transitional skill animations where one skill will flawless blend into the next. There will be dynamic weather and day/night cycles in the game. Certain skills like the Druid’s Cataclysm can change the weather.
No support for UI mods are planned, but players familiar with Diablo III will be happy to know that elective mode style skill selection is the default. Freedom of choice is very important.
The developers play a lot of other games and game development is a lot of interpreting what others do. They get a lot of ideas from other games.
Monetization. Despite the early development the team has pretty much settled on a base game supported by expansions as the business model for Diablo IV.
Diablo IV: Systems & Features Panel Recap
Quote:
Classes
During the class section of the panel, we learned about the unique mechanics for each of the three revealed classes, and much more information on how the skill/talent system will work.

Sorceress
Whenever the Sorceress uses cold abilities on an enemy, they apply a stacking chill effect to the target. Once the chill stacks high enough, the enemy is frozen solid for a short time.

Barbarian
The Barbarian is able to equip 4 weapons at any given time, given that they are a weapon master. They may have two 1-handed and two 2-handed weapons to use, and they may even assign specific skills to use specific equipped weapons.

Druid
When the druid switches into a form, they gain a short buff. For example, changing into warebear will provide the druid with a short term damage reduction buff.

Whenever players level up, they will gain 1 or more Skill Points to invest into their Skills. Players may use these Skill Points to either unlock new Skills or empower one of their existing skills.
Players may find Skill Point Tomes in the world that will provide them with additional skill points.
Each class has a unique talent tree that is filled out from top to bottom. There are super powerful abilities at the bottom of the trees, such as the Sorcerer's talent to change their freeze effect into a huge burst of damage.

Sharing The Open World
Dungeons in the game are private, and you will not run into other players while dungeon-delving. The party size for dungeons is set to a maximum of 4 players.
Certain areas of the open world have a maximum amount of players that will appear on your screen at any given time. The regular areas have a smaller player cap, but entering into a public event or boss area will significantly increase the amount of available players. This system works seamlessly.
Campaign areas in public zones are private until after the campaign objective has been completed.
Towns have a very large player cap.
The entire game can be played completely solo.
Clans are in the game, and include a Clan bank system.
Emotes in chat were mentioned, but we are unsure if this will take the form of emotes like the ones found in Heroes of the Storm.

Dungeons
Dungeons have randomly generated interiors/exteriors and exist in the game for use in the campaign or as various areas to explore, but become re-playabe in the end game.
Dungeons have seamless exploration with no loading screens. Dungeons transition from level to level in a natural way, which gives the sense of a sprawling dungeon to explore.
Random events make a return, but are not restricted to specific places in the world. Random Events can even be found within Dungeons
End game dungeons have varied content with an emphasis on strategic depth and player agency. Keys for specific dungeons drop in the end game, and these keys contain random affixes which greatly change how you may play a Dungeon--such as a lightning pulse that follows you throughout the dungeon until the objective has been completed.
The higher the difficulty of the content, the better quality of items that drop. Drop rates remain unchanged.
Players will get many dungeon keys, which gives them control over which dungeons are the dungeons they wish to run.

Monsters
Monsters belong to a set family. For example, the Fallen Lunatic belongs to the Fallen "family," which have a unified theme. Same with the Skeletal family, which work together through varied weapons to attempt to murder you horribly.
The Skeletal Ballista is a group of skeletons working together to use a massive bow against you.
Elite affixes make a return, such as Frozen and Mortar.
Enhancing affixes are new, and change base on a monster's base power. For example, if the Skeletal Ballista has the Multi-shot affix, it will have a spread fire shot instead; however, if another monster has the Multi-shot affix, than the creature may summon more monsters if they typically only spawn one.
Bosses are powerful, but thankfully Diablo IV re-introduces the evade mechanic seen within the console version of Diablo III. Using this evade allows you to dash a short distance in order to avoid damage, or even reposition yourself for a better attack.
Certain spells can give you and your allies Unstoppable, allowing you to avoid stuns or break crowd-control effects.
Bosses have a Stagger mechanic. By hitting bosses with crowd control abilities, you fill up their stagger bar. When the bar reaches max, the boss has suffers an effect that may make them easier to fight. For example, the world boss Ashava in the demo will lose one of its arm blades when you stagger it, making the sweep attack far less dangerous.

Items
In Diablo IV, the item progression is: normal, magic, rare, legendary/set, ancient legendary/set, and mythic. Mythic items are the most powerful items in the game, and contain four different effects on them; however, you can only equip one.
Better quality items increase the amount of affixes on them, such as critical strike chance/damage.
+ Rank to a talent points is a returning affix found on items, and is capable of giving you talents that you don't have. You can also increase the rank of a talent past the regular cap in this way.
The goal is to have legendary items equal to or greater than the power level of set items, giving players flexibility in their gearing choices.
There are a bunch of legendaries with effects that change how your skills work. For example, the Sorcerer may get items that make Teleport give the caster a damage barrier, create a rift that increases critical hit chance, remove the cooldown but teleports randomly, or even give teleport a damaging nova.
Runes and Runewords make a return, and work as a condition/effect. In other words, you may find one rune that has a condition (such as 'when you freeze an enemy, activate the next rune'), and one that has an effect ('reduce a random skill cooldown by 15%).
They are investigating how to give progressions to runes.

Q&A
For monetization, they will sell the base game and expansions. They refuse to sell any kind of power.
Customization of your character comes in the form of items, skills, and talents.
There is no offline mode, but nothing in the game will require partying with other players.
Trading is available, but the current strategy is to have 3 different types of trade-able items:
Freely can be traded.
Traded just one time.
Cannot be traded.
The plan for balancing PvP will be to tweak several nobs on specific skills that may cause problems. Certain skills are going to be better at PvP than PvE, and likewise.
Affixes on items have random values within a range, and they want to add a way to customize affixes on items.
The game will have seasons, with the goal to change up the player experience from season to season with new legendary items and spotlights on other legendaries.
Yes, hardcore is in the game.
Diablo IV World & Lore panel
Quote:
Influences
The development team took influences from lots of sources. Comics, pop culture, and lots of tabletop roleplaying games.
One of the talents of the team is to see something cute and through their lens turn into something dark and horrific. Like a cute little pig that becomes a massive, horned, demonic boar.
In the development area they would blast heavy metal music and make it a part of the experience. 'Metal' became a common way to describe things in Diablo IV.

Tone/Mood
Diablo IV isn't just about darkness, it's about bringing back a very specific feeling from the earlier games.
The developers wanted to take a more grounded approach to the development of Diablo IV compared to Diablo III.
There will be more chances to interact with villagers and common folk, with over 100 villages or towns within the game.
Diablo IV isn't about big heroes or politics or high fantasy, it's about the regular people and the evil that surrounds them.
The essence of Diablo is being alone and wandering through the darkness, wondering what's out there looking back at you.
Visual storytelling to reinforce that dark feel is very important to development. Lots of small details spread throughout the world will help build the mood of the game, but it's up to the player to notice those details or ignore them. It all depends on how much those things are important to the player.
The end of every road ends in evil. They showed a new boss called the Blood Bishop. The Blood Bishop created many evil things and overtime became warped and twisted by those acts of evil and is now a monstrosity composed of bothing but blood and veins,
The development team took lots of influences from the Middle Ages and a gnostic take on religion.
General story game flow approach was you'd encounter a villager who has a problem, you'd take a journey to where the trouble was coming from, and finally encounter some great evil thing at the end.
The game will be dark, gnostic, with a little bit of crazy and dark humor thrown in.
And to reiterate: a grounded story is important to Diablo IV.

Lore
Diablo III recap: Diablo used the Black Soulstone to create the Prime Evil by merging the souls of all the Great Evils. Diablo then went on to devastate heaven, but was ultimately defated. Tyrael tried to hide the Black Soulstone, but it was taken by Malthael. Malthael then used the Black Soulstone's power to slaughter the population of Sanctuary. Malthael consumed the Black Soulstone and Evils contained within, but was defeated. With Malthael's defeat the essence of those Evils was freed and released back into the world.
The history of Sanctuary: Lilith is the daughter of the Lord of Hatred, Mephisto. Lilith fell in love with the angel Inarius and together they created the world of Sanctuary and subsequently the Nephalem.
The setup for Diablo IV: Malthael's campaign was a genocide across the entire face of Sanctuary. This genocide left a huge power vacuum that groups like the Zakarum or the Church of the Triune are vying the top spot. There's not a lot of hope left in the world.

Worldbuilding
The world of Sanctuary that we know was introduced as just Tristriam and the first Diablo game. Most of the story was in the manual, but not so much in the game. Things like Inarius, the Crystal Arch, the Sin War, etc were all introduced in the original Diablo.
Diablo II gave us our first map of the world and started to show other places. We got see oceans and places with names we didn't understand, but inspired our imaginations.
Waypoints were also introduced in Diablo II as a form of travel and later expanded upon in Diablo III.
Reaper of Souls gave us adventure mode and added more maps of zones, but some places didn't fit or make sense. The Shrouded Moors, as an example, were just kind of thrown into a map without regards to where it actually existed in the world. In Diablo IV the maps are far better and areas will be more fleshed out and connected within the world.
The demo area for Diablo IV is pretty big for demo, but is incredibly tiny compared to the rest of the planned game map.

World
In Diablo II when you switch acts the zone and pallet transitions were very stark. You could go back into the manual and find the world map to see how far apart they were and it was left to your imagination to fill in the rest of the journey. Now we will get to walk the entire path between those places and see everything in game.
Scosglen: The home of the Druids. A wild, untamed place where beasts and monsters lurk everywhere waiting to pounce on you. Darkness is always closing in and the inhabitants of this area always live in fear, hoping that their numbers will keep them safe from the beastmen and other dangers lurking just outside of their village walls.
Dry Steppes: Salt flats and deserts filled with pools of boiling water. A very difficult place to live where you are either predator or prey. Lots of wars are fought in this area vying for power of the region. With Lilith's return people here are giving into the darkness within them. All humans are half demon after all.
Fractured Peaks: Gothic Victorian themed area. The people here always live with anxiety that something is always out there watching them from the shadows, waiting for them to drop their guard. When night falls in the Fracture Peaks, you better lock your doors as being outside at night is a death sentence. Blood suckers and other evil things lurk here while decadent priests sleep soundly, ignorant to the darkness continually drawing in around them.
Hawezar: Southern swamplands. Lots of poison gases and delusions plague this area and the dreams of those who live here. People travel here to be forgotten, thieves, exiles, and the like. The area is home to swamp witches that worship gigantic snakes and can offer arcane knowledge, but at steep prices.
Kehjistan: The remnants of the once massive empire.This is the last bastion of the Zakarum faith, which has suffered many setbacks in the few games. The Zakarum is decaying in it's own decadence. Kurast is here and that place has gotten even worse since we last saw it. This is an ancient area, the Sin Wars were fought here as well as the Mage Clan wars. The Church of Triune is also centered here, where they worship the Prime Evils and hope summon back their dead masters. The people of Kehjistan live in fear and are trapped by superstitions to try and keep the evil away.

Monsters
Monster design is about taking the lore and trying to have it kill you. Monsters tell a story by punching you in the face.
There exist all these monster of legends, terrors in the night that have been forgotten or that people just refuse to believe are real.
One of these are the Drowned. You've heard the tells of them stealing people away in the night and drowning them, sinking ships, and terrorizing the coasts. But they are real. With the light of the first full moon, they come ashore in droves and hunt their victims. Their approach is always heralded by the ever present ringing of a bell. But how do you tell this story in a monster?
The Drowned Juggernaut is an example of using the lore to create a monster. He's a big heavy punisher that shambles out of the ocean to try and drag you back down to the depths. His concept art has him holding a giant flail, but how does that tell a story? The monster designers changed the massive flail into a broken shipmast to reinforce his themes, as well as making some of his attacks summon a spectral ocean wave to supplement that.
Ashava is a world boss that exemplifies Diablo IV. Ashava is an always present threat, always lurking just below the surface and can appear anywhere in Sanctuary. She tougher than what you can fight on your own and reinforces that feeling of fighting against overwhelming odds.
Duriel is back! Duriel is the Lord of Pain & Maggots and while he's returning in Diablo IV developers don't want to spoil his impact on the story. In Diablo II Duriel was a brutal close quarters fight that had the feel of a two men enter, one man leave kind of fight and they want to pay homage to that while expanding on his lore. He can burrow underground forcing you fight his maggots or impale you and throw you into his belly/mouth which acts as an iron maiden, reinforcing his status as the Lord of Pain.

Q&A
When asked if Inarius will return the devs reminded us that there were more angel/demon pairs that had children than just Lilith and Inarius. Inarius was last scene being tortured by Mephisto 3,000 years ago and as far as they know he's still there.
Sanctuary will be a fixed world but will include outside dungeons with randomly generated areas.
When Malthael was killed the essence of the Prime Evil was divided and the souls of the Evils were separated and loosed back into the world including Mephisto, Inarius' jailer.
We've seen Duriel in the trailers and we know that the other Evils have been able to resurrect, so the threat of them returning is out there. But Lilith is here and active, the Evils may be a bigger threat on the horizon Lilith is in our face.
When asked if Tyrael will return as the narrator for Diablo IV the devs asked "Does the game need a narrator?", but they're not ready to talk about Diablo IV's timeline and how long after Diablo III it takes place, so where Tyrael is at or what part he plays is something they're not ready to talk about. Remember: Heaven is closed, we're on our own.
While it's awesome if fan favorites, like the Butcher, could return in Diablo IV their inclusion has to make sense. Those character have to fit, their lore has to matter to the game. The devs want to honor the legacy of older titles with monster that will murder you.
Topic contenitore per tutte le news che ci attendono da qui a tot anni
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Old 5th November 2019, 16:07   #2
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Se per un gioco così simile a DIII hanno veramente bisogno di anni di sviluppo, vuol dire che programmano come la merda eh
Però ne avevo già la conferma dopo che hanno dichiarato di non poter rimasterizzare dII a causa dei limiti del gioco in sè lo avevo capito.
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Old 5th November 2019, 16:17   #3
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Se per un gioco così simile a DIII hanno veramente bisogno di anni di sviluppo, vuol dire che programmano come la merda eh
Però ne avevo già la conferma dopo che hanno dichiarato di non poter rimasterizzare dII a causa dei limiti del gioco in sè lo avevo capito.
e con la seconda frase dimostri di non capirne un cazzo, visto che lo stesso David Brevik, Project and Design Lead di D2, Ex blizzard north dal 2003
ha detto a più riprese che per come avevano creato D2, un remaster è impossibile, a meno di non rifare il gioco da zero
Le interviste son li da leggere.
Ma tu sei immensamente skilled e quindi puoi insegnare ai programmatori blizzard come si fa fai una telefonata che ti assumono istant
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Old 5th November 2019, 16:18   #4
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e con la seconda frase dimostri di non capirne un cazzo, visto che lo stesso David Brevik, Project and Design Lead di D2, Ex blizzard north dal 2003
ha detto a più riprese che per come avevano creato D2, un remaster è impossibile, a meno di non rifare il gioco da zero
Le interviste son li da leggere.
Ma tu sei immensamente skilled e quindi puoi insegnare ai programmatori blizzard come si fa fai una telefonata che ti assumono istant
hai ripetuto ciò che ho scritto io, eh.
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Old 5th November 2019, 16:23   #5
Feror
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hai ripetuto ciò che ho scritto io, eh.
mhhh no ?
-tu hai detto che sono degli incapaci perchè non riescono a fare d2 remastered
-io ti faccio notare che chi ha creato il gioco tot anni fa, e ha leftato la blizzard da 16 anni, dice che è impossibile fare un remastered di D2 per come è stato fatto
-tu dici che ho detto la stessa cosa ...

bo, hai problemi di comprensione
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Old 5th November 2019, 16:34   #6
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mhhh no ?
-tu hai detto che sono degli incapaci perchè non riescono a fare d2 remastered
-io ti faccio notare che chi ha creato il gioco tot anni fa, e ha leftato la blizzard da 16 anni, dice che è impossibile fare un remastered di D2 per come è stato fatto
-tu dici che ho detto la stessa cosa ...

bo, hai problemi di comprensione
Hanno detto che d2 non è rimasterizzabile a causa dei limiti tecnici del progetto.
Io non so quanto hai le mani in pasta sui progetti software, ma robe tipo "quando abbiamo fatto diablo 2 lo standard era 4:3 @ 800x600" riportate su articoli tipo

https://www.ign.com/articles/2018/02...ign-unfiltered

dove lo stesso Brevik usa parole come "Trick", lasciano intendere che lo strato di gestione del gioco siano indissolubilmente legati alla componente "view". Te lo insegnano alle superiori che robe del genere non si fanno. E quando ero alle superiori loro stavano sviluppando D2.
Ora, ripeto, se io facessi app che vanno solo su form factor di iPhone 8 e su Xs non funzionano, QUALSIASI dev mi direbbe che ho fatto un lavoro di merda.
Ma hey, è Blizzard, va bene tutto.
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Old 5th November 2019, 16:41   #7
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d2 non è stato messo su gog a dispetto degli altri vecchi titoli, io credo che sarà rimasterizzato (e lo spero).
Girava leak credibili sulla sua remastered, io credo che sarà annunciato il prossimo anno in ottica ventennale di diablo 2 e per l'attesa lunga che attenderà chi aspetta diablo iv.
Il trick di cui ha parlato Brevik è collegato alla visuale e sul motore di gioco, ma se cambi questo in teoria risolvi o aggiri il problema.
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Old 5th November 2019, 16:48   #8
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Hanno detto che d2 non è rimasterizzabile a causa dei limiti tecnici del progetto.
Io non so quanto hai le mani in pasta sui progetti software, ma robe tipo "quando abbiamo fatto diablo 2 lo standard era 4:3 @ 800x600" riportate su articoli tipo

https://www.ign.com/articles/2018/02...ign-unfiltered

dove lo stesso Brevik usa parole come "Trick", lasciano intendere che lo strato di gestione del gioco siano indissolubilmente legati alla componente "view". Te lo insegnano alle superiori che robe del genere non si fanno. E quando ero alle superiori loro stavano sviluppando D2.
Ora, ripeto, se io facessi app che vanno solo su form factor di iPhone 8 e su Xs non funzionano, QUALSIASI dev mi direbbe che ho fatto un lavoro di merda.
Ma hey, è Blizzard, va bene tutto.
stai parlando di un gioco che è stato sviluppato tra il 1996 e il 2000, dicendo che codificavano di merda (può anche essere, ma al tempo non c'era multi piattaforme, bastava che girava su PC e bona, il risultato giustificava i mezzi ), e stai facendo un volo pindarico per insultare i programmatori di oggi in blizzard, che come te probabilmente erano a scuola tra il 1996-2000

se ti sembra "logico" fare un volo del genere, azzi tuoi
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Old 5th November 2019, 16:58   #9
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stai parlando di un gioco che è stato sviluppato tra il 1996 e il 2000, dicendo che codificavano di merda (può anche essere, ma al tempo non c'era multi piattaforme, bastava che girava su PC e bona, il risultato giustificava i mezzi ), e stai facendo un volo pindarico per insultare i programmatori di oggi in blizzard, che come te probabilmente erano a scuola tra il 1996-2000

se ti sembra "logico" fare un volo del genere, azzi tuoi
Sto parlando di un gioco che come molti altri potrebbe essere rimasterizzato.
W3? nessun problema in merito remastered visto la stessa visuale?

Detto questo, i loro dev sono sempre stati top di gamma: se hanno programmato male, è semplicemente perchè hanno imposto tempistiche a livello management che non hanno permesso di scrivere codice decente.

A questo punto mi interrogo, anche a fronte anche dei leak:

https://www.reddit.com/r/wow/comment...d_disgruntled/

dove parla pure di gente autolesionista in pausa a causa dei ritmi di lavoro e del clima che si respira ultimamente in casa Blizzard.
Da questa esperienza su DII non hanno imparato una sega?
Mi sembra impossibile che, non discostandosi per niente a livello tecnico da D3, devono metterci ANNI (talmente tanti da non riuscire a stimare con una % di errore decente nell'ordine del quarter) per svilupparlo.
Tutto qui.
Poi oh, per carità, sembra figo e mio al d1, però 'sti tempi biblici son poco giustificati, ecco.
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Last edited by Fusta; 5th November 2019 at 17:01.
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Old 5th November 2019, 17:03   #10
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il tutto perchè whino che non ci gioco entro un anno, sia chiaro
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Old 5th November 2019, 17:45   #11
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Quote:
Originally Posted by Fusta View Post
Sto parlando di un gioco che come molti altri potrebbe essere rimasterizzato.
W3? nessun problema in merito remastered visto la stessa visuale?

Detto questo, i loro dev sono sempre stati top di gamma: se hanno programmato male, è semplicemente perchè hanno imposto tempistiche a livello management che non hanno permesso di scrivere codice decente.

A questo punto mi interrogo, anche a fronte anche dei leak:

https://www.reddit.com/r/wow/comment...d_disgruntled/

dove parla pure di gente autolesionista in pausa a causa dei ritmi di lavoro e del clima che si respira ultimamente in casa Blizzard.
Da questa esperienza su DII non hanno imparato una sega?
Mi sembra impossibile che, non discostandosi per niente a livello tecnico da D3, devono metterci ANNI (talmente tanti da non riuscire a stimare con una % di errore decente nell'ordine del quarter) per svilupparlo.
Tutto qui.
Poi oh, per carità, sembra figo e mio al d1, però 'sti tempi biblici son poco giustificati, ecco.
ma stai facendo un minestrone che secondo me non ha senso
D2 era fatto dalla blizzard North, ex Condor, ed è stata comprata da Blizzard nel 1996, quindi sicuramente lo sviluppo di D2 è stato fatto con i mezzi che avevano al tempo, non stavano neanche fisicamente nella stessa sede, inoltre:
Quote:
Blizzard North had complete autonomy from Blizzard Entertainment while David Brevik and the Schaefer brothers continued to manage the company respectively as the President and Vice Presidents
Al tempo non avevano comunque neanche sti gran soldi perchè l'owner di tutto era: Davidson & Associates

Wc3 invece fatto dalla Blizzard "principale", aveva già dietro i $$ della Vivendi
(e dei successi precedenti), ed infatti essendo stato fatto bene a livello di codice e motore principale del gioco, lo possono upgradare "facile" a differenza di D2

Per i tempi di sviluppo di D4, pure io spero non si tratti di tempi biblici, e spero che il "Not coming out soon, not even Blizzard soon" sia un mettere la mani avanti anche perchè non so se nel "giorno d'oggi" dove tutto è fruito ad una velocità "esagerata" se ti puoi permettere di far passare 4 anni tra l'annuncio e l'uscita del gioco.
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Old 5th November 2019, 17:47   #12
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Quote:
Originally Posted by Feror View Post
ma stai facendo un minestrone che secondo me non ha senso
D2 era fatto dalla blizzard North, ex Condor, ed è stata comprata da Blizzard nel 1996, quindi sicuramente lo sviluppo di D2 è stato fatto con i mezzi che avevano al tempo, non stavano neanche fisicamente nella stessa sede, inoltre:

Al tempo non avevano comunque neanche sti gran soldi perchè l'owner di tutto era: Davidson & Associates

Wc3 invece fatto dalla Blizzard "principale", aveva già dietro i $$ della Vivendi
(e dei successi precedenti), ed infatti essendo stato fatto bene a livello di codice e motore principale del gioco, lo possono upgradare "facile" a differenza di D2

Per i tempi di sviluppo di D4, pure io spero non si tratti di tempi biblici, e spero che il "Not coming out soon, not even Blizzard soon" sia un mettere la mani avanti anche perchè non so se nel "giorno d'oggi" dove tutto è fruito ad una velocità "esagerata" se ti puoi permettere di far passare 4 anni tra l'annuncio e l'uscita del gioco.


Mi hai convinto, nel senso che non c'entra un cazzo
Però convieni con me che DIII è riutilizzabile per il IV, se volessero. Non vedo il gap che c'era tra 2 e 3, insomma
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Old 5th November 2019, 17:52   #13
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Quel leak comunque ormai è dimostrabilmente falso eh

Poi in generale stai facendo un sacco di confusione fusta. Lo sviluppo di un videogioco (a) ha molti più aspetti non legati alla programmazione che aumentano i tempi (b) non segue lo stesso processo di sviluppo di quello che può essere un prodotto software standard, ma ha un percorso molto più iterativo (che conseguentemente finisce ad imputtanare anche il miglior codice possibile) e (c) non puoi pensare che le practice di programmazione e forward-compatibility raccomandate oggi da Apple siano applicabili ad un prodotto x86 nel 1998.

Tanto per dire una cosa che è super facile da comprendere, in un gioco hai bisogno che una parte consistente del team si dedichi alla creazione di contenuto.
Le persone che lo fanno spesso non sono programmatori, o hanno competenze limitate rispetto ad un professionista puro nell'ambito.

Quindi da una parte hai bisogno di costruire un sistema che consenta a non programmatori di costruire elementi al suo interno, e al contempo ti trovi ad avere a che fare con codice (perché parte di questa creazione di contenuti sarà codice, magari non è C++ ma è LUA o Python) che non è scritto dal noiosissimo ingegnere ultrabravo che ha la creatività di un ciottolo, ma dal quest designer / encounter designer che ha studiato tutt'altro e si arrangia come può.

Che è il motivo per cui ti trovi le quest su WoW che funzionano coi conigli invisibili e immortali che seguono i pg per attivare i trigger.
Non è perché son cani a programmare. E' perché ad un certo punto il content designer ha detto "devo far questo", ha guardato i mezzi che aveva a disposizione, ed ha trovato una soluzione.
Il software engineer non può perdere tempo dietro a quelle richieste, deve fare altro, e le soluzioni arrangiate sono la cosa più naturale del mondo.
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Last edited by Niymiae; 5th November 2019 at 18:00.
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Old 5th November 2019, 17:54   #14
char
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E' un malcelato segreto che ci siano almeno almeno 4 o 5 "generazioni diverse" di Blizzard, nell'arco di tempo che va da Warcraft 2 ad Overwatch, e che fosse una casa molto meno "organizzata" che "passionale" fino al periodo Vivendi.


Per fare un esempio, l'attuale lead director di WOW era GM degli Elitist Jerks.
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Old 5th November 2019, 18:01   #15
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Entro nel thread, leggo Feror in full fanboy, mi riprometto di non entrarci tipo, mai più
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